using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using TrovaIntruso.core;

namespace TrovaIntruso
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        public SpriteBatch spriteBatch;

        public int diff = 5;

        public Menu menuScreen;
        public GameScreen gameScreen;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
            setupGraphics();
        }

        public void setupGraphics() {
            StaticOperation.screen = new Vector2(480, 800);
            this.graphics.IsFullScreen = true;
            this.graphics.SupportedOrientations = DisplayOrientation.Portrait;
            this.graphics.PreferredBackBufferHeight = (int)StaticOperation.screen.Y;
            this.graphics.PreferredBackBufferWidth = (int)StaticOperation.screen.X;
            this.graphics.ApplyChanges();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            TouchPanel.EnabledGestures = GestureType.DoubleTap | GestureType.Tap | GestureType.VerticalDrag | GestureType.FreeDrag | GestureType.DragComplete; ;


            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            StaticOperation.Batch = spriteBatch;
            StaticOperation.loadStaticResources(Content);
            menuScreen = new Menu(this);
            gameScreen = new GameScreen(this);
            gameScreen.Toggle(false);
            Components.Add(menuScreen);
            Components.Add(gameScreen);
            StaticOperation.CanExit = true;
            // TODO: use this.Content to load your game content here
        }

        public void Resume() {
            menuScreen.Toggle(false);
            gameScreen.Toggle(true);
            StaticOperation.CanExit = false;
            TouchPanel.EnabledGestures = GestureType.FreeDrag | GestureType.DragComplete; ;
        }

        public void NewGame(int diff) {
            TouchPanel.EnabledGestures = GestureType.FreeDrag | GestureType.DragComplete; ;
            Components.Remove(gameScreen);
            gameScreen = new GameScreen(this);
            gameScreen.SetLevelTime(diff);
            gameScreen.Load();
            Components.Add(gameScreen);
            menuScreen.Toggle(false);
            gameScreen.Toggle(true);
            StaticOperation.CanExit = false;
        }

        public void Pause()
        {
            TouchPanel.EnabledGestures = GestureType.DoubleTap | GestureType.Tap | GestureType.VerticalDrag | GestureType.FreeDrag | GestureType.DragComplete; ;
            menuScreen.ContinueEnabled = true;
            menuScreen.Removebuttons();
            menuScreen.initButton();
            menuScreen.Toggle(true);
            gameScreen.Toggle(false);
            StaticOperation.CanExit = true;
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            StaticOperation.GestureReady = false;

            if (StaticOperation.CanExit && GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (TouchPanel.IsGestureAvailable)
            {
                StaticOperation.LastGesture = TouchPanel.ReadGesture();
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
